AuthorTopic: Barbarian sprite with NES specs [WIP][C+C]  (Read 3640 times)

Offline fskn

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #50 on: May 18, 2021, 10:45:26 pm
Sure. Crouching / picking up the sword to save the princess.  ;D

https://i.imgur.com/p9IEhEj.gif

Crap. Of course I should use that as a reference! Dumb me...

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Princess though, huh? Hmm...

Offline fskn

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #51 on: May 19, 2021, 11:36:48 pm


Perhaps I should remove his left arm and make it so that he's using both arms when grabbing and pulling himself up...

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While I don't do that, though:

« Last Edit: May 20, 2021, 02:41:27 am by fskn »

Offline fskn

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #52 on: May 20, 2021, 05:30:18 pm
Run, rough 1st pass:



It's very cartoony. I may have to take a better look at Williams and Muybridge...

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Cleanup, 2nd pass:


(still rough and cartoony, though.)

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Too much noise on his abdomen... cleaning that up too:

« Last Edit: May 20, 2021, 08:34:12 pm by fskn »

Offline cels

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #53 on: May 20, 2021, 08:39:01 pm
Nice! Of course, it's still rough and the arms need to move more between frame 6 and 7, but it looks good!

Would it be too distracting to have the golden studs on his barbarian boxer move to indicate that he's twisting his hips while running? Otherwise it kind of looks like a He-Man doll where the legs are disconnected from the hip joints. It's really hard to do this detailed animation with 4 colors and I notice my eyes are struggling a bit to understand which arm is going back and forth at any given moment, because they're exactly the same color.





I'm absolutely inexperienced at this kind of stuff, so don't feel any reservations about outright rejecting my suggestions :lol:

PS: Climbing looks good, I think? I don't know. I can't really tell. I can be of more use if you're animating a spinning wheel kick or something.  :)
« Last Edit: May 20, 2021, 08:40:58 pm by cels »

Offline fskn

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #54 on: May 20, 2021, 08:49:35 pm
Would it be too distracting to have the golden studs on his barbarian boxer move to indicate that he's twisting his hips while running? Otherwise it kind of looks like a He-Man doll where the legs are disconnected from the hip joints. It's really hard to do this detailed animation with 4 colors and I notice my eyes are struggling a bit to understand which arm is going back and forth at any given moment, because they're exactly the same color.
Thanks, cels.

Yeah, I'm thinking about doing just that... And the buckle thing should show up too when he's showing more of his chest..? Hmm, I don't know. But I'll try that and we'll see. :P
(edit: It was the opposite of that. :P)

I still have to do more adjustments as I feel it looks too different from the other animations. I might simplify that even more.
And maybe not make him move his arms and legs as much. And also I'm considering removing those boot straps (?), they're giving me a lot of trouble.

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I'll add in your changes! Thank you!

PS: Climbing looks good, I think? I don't know. I can't really tell. I can be of more use if you're animating a spinning wheel kick or something.  :)
A Kick is going to happen, just not a spinning one. xD
« Last Edit: May 20, 2021, 09:55:46 pm by fskn »

Offline fskn

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #55 on: May 20, 2021, 09:42:23 pm


It looks cool, but very funny! :lol:

I guess I'll keep his head looking straight ahead...

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https://i.imgur.com/q8nIpZK.gif



Made his elbows not go up as much when swinging back... I guess it looks more normal now. Slightly more realistic.
*and cleaned up some more.
« Last Edit: May 21, 2021, 12:20:21 am by fskn »

Offline cels

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #56 on: May 21, 2021, 06:15:17 am
Looks fantastic. Love the bounce of the hair, the run feels like it has weight and dynamicism from the heavy twisting of the torso. Love it.

Tiny suggestion: The boot straps might be better if you just simplify them to a single smear of light whenever he's moving fast. Just to avoid the noise of those 2-3 diagonal high contrast pixels moving around the screen. Would be less distracting, for me at least.



No spinning kick? At least let him do an axe kick. He's a barbarian ffs. Totally fits his background. :lol:

Offline fskn

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #57 on: May 21, 2021, 08:43:51 pm
Working on a run and jump (and flip and land) animation:



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1st pass:

« Last Edit: May 21, 2021, 10:04:12 pm by fskn »

Offline cels

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #58 on: May 21, 2021, 11:08:28 pm
Looks amazing! I'm super jelly. Out of curiosity, are you planning to add some kind of warping or smearing to compensate for the few frames?

Offline fskn

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Re: Barbarian sprite with NES specs [WIP][C+C]

Reply #59 on: May 22, 2021, 03:13:15 am
Looks amazing! I'm super jelly. Out of curiosity, are you planning to add some kind of warping or smearing to compensate for the few frames?
Thank you.

With the NES hardware in mind, I could only do a few things. (as far as I'm aware, so prepare your grains of salt.)
First, movement in general is handled by the game code, so positioning things on screen on a frame-by-frame basis and how smooth that transition between frames looks is basically a matter of having high(-ish) framerate and positioning the sprite(s) in small increments.
I could've tried to simulate that in Photoshop (and I might) but I was trying to be quick and "git it dun" so I could have an idea if those frames of animation were working, if I would have to change anything, adding more frames or what. I'm thinking those are plenty, though... Dunno how things are going to look like in the morning. :lol:

In terms of adding smears like what I did with the sword slash animation (which btw desperately needs a revision...), I think I can do that to some extent (obviously drawing those smears by hand), but then it could be hard to reuse bits of those sprites in other frames.

Let me try to define a few things here in order to try and make things less confusing (?!?)

This is Ninja Gaiden III running on the FCEUX emulator:


The smaller window is the PPU viewer, which shows all the tiles used on that screen. Each of them is 8x8 in size.
On the left, the background tiles, and on the right the sprite tiles. Underneath that some options that don't matter much to the discussion here, and at the bottom all the color palettes used in that frame. In the first row those reserved for the background tiles and in the second those for sprites.

Those sprite tiles are arranged in a way and stored in memory (somehow, dunno exactly how those things work) to form "meta tiles" which in this case are the frames of animation for the respective sprites.
Here are some I arranged inside of Photoshop:


There you can see how a lot of those are reused to make different frames and be efficient in order to use the least amount of space in a cartridge as possible.

Now, those are not all of the tiles that game uses for Ryu's animations (and there are no enemy sprites there either), so those graphics are swapped for a different "page", unlike Super Mario Bros, which (again, as far as I'm aware) has all of its graphics assets in two of those pages... And I don't know how many of those I will, eventually, have available for me...

So, yeah, I want to do the best I can while still being reasonable, trying to make a shippable game, but I don't know yet how much I could fit in a cartridge.

And the NES hardware is really limited by today's standards, I can only flip those sprite tiles horizontally or vertically, not rotate them, so anything that should indicate rotation would be limited by that and me drawing new graphics to accomodate it.
Thus why in the "flip" animation I had to make a 45 frame, otherwise it would be very choppy.

I've taken a look at the NES sprites for the original Prince of Persia after you mentioned it, and that uses a lot of tile pages for the Prince (not to be confused with The Artist Formerly Known As Prince. :P)... but that may be a very special case.
« Last Edit: May 22, 2021, 01:41:28 pm by fskn »